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// Focus didn't quite work well on JS. TODO: try testing again later.
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"js/*": true,
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// Otherwise default to pausing when focus is gone.
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"*/*": false,
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}), "keep running the game even when not focused")
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dumpLoadingFractions=flag.String("dump_loading_fractions", "", "file name to dump actual loading fractions to")
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debugJustInit=flag.Bool("debug_just_init", false, "just init everything, then quit right away")
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fpsDivisor=flag.Int("fps_divisor", 1, "framerate divisor (use on very low systems, but this may make the game unwinnable or harder as it restricts input; must be a divisor of "+fmt.Sprint(engine.GameTPS))
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debugGoGCPercent=flag.Int("debug_go_gc_percent", 0, "if set, replaces the GOGC environment variable; roughly defines the GC overhead, with higher numbers meaning longer but fewer GC pauses and more memory usage, but lower CPU load")
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runnableWhenUnfocused=flag.Bool("runnable_when_unfocused", false, "keep running the game even when not focused")
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dumpLoadingFractions=flag.String("dump_loading_fractions", "", "file name to dump actual loading fractions to")
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debugJustInit=flag.Bool("debug_just_init", false, "just init everything, then quit right away")
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fpsDivisor=flag.Int("fps_divisor", 1, "framerate divisor (use on very low systems, but this may make the game unwinnable or harder as it restricts input; must be a divisor of "+fmt.Sprint(engine.GameTPS))
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debugGoGCPercent=flag.Int("debug_go_gc_percent", 0, "if set, replaces the GOGC environment variable; roughly defines the GC overhead, with higher numbers meaning longer but fewer GC pauses and more memory usage, but lower CPU load")
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